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Vid2Game: Controllable Characters Extracted from Real-World Videos (1904.08379v1)

Published 17 Apr 2019 in cs.LG, cs.CV, cs.GR, and stat.ML

Abstract: We are given a video of a person performing a certain activity, from which we extract a controllable model. The model generates novel image sequences of that person, according to arbitrary user-defined control signals, typically marking the displacement of the moving body. The generated video can have an arbitrary background, and effectively capture both the dynamics and appearance of the person. The method is based on two networks. The first network maps a current pose, and a single-instance control signal to the next pose. The second network maps the current pose, the new pose, and a given background, to an output frame. Both networks include multiple novelties that enable high-quality performance. This is demonstrated on multiple characters extracted from various videos of dancers and athletes.

Citations (38)

Summary

  • The paper introduces a novel two-step methodology using Pose2Pose and Pose2Frame networks to extract and animate realistic character motions from video data.
  • It leverages modified pix2pixHD frameworks, novel residual blocks, and DensePose integration to achieve superior SSIM and LPIPS scores over baseline models.
  • The approach enables dynamic character reanimation and seamless background integration, opening avenues for advanced video game design and interactive media.

Vid2Game: Controllable Characters Extracted from Real-World Videos

The paper "Vid2Game: Controllable Characters Extracted from Real-World Videos" by Oran Gafni, Lior Wolf, and Yaniv Taigman from Facebook AI Research presents a novel methodology for extracting and controlling characters derived from real-world video data. This approach utilizes deep learning networks to generate photorealistic animations from user-defined control signals. This essay provides a detailed examination of the work's methodology, findings, and implications.

Methodology

The authors introduce a system comprising two networks: Pose2Pose (P2P) and Pose2Frame (P2F). These networks sequentially facilitate the extraction of character motion from videos and their subsequent reanimation in new cinematic contexts.

  1. Pose2Pose Network (P2P): This network is tasked with predicting the subsequent pose of a character based on a current pose and a control signal. The network is designed in an autoregressive manner, employing a modified pix2pixHD framework, optimized for the task with specific architectural alterations including novel residual blocks and conditioning mechanisms. The conditioning is essential for maintaining natural dynamic motion and is implemented using a fully connected layer that projects control signals into the network's residual blocks.
  2. Pose2Frame Network (P2F): P2F's role is to synthesize high-resolution frames that incorporate the character on a desired background. This involves an intricate process of generating a mask that ensures smooth integration of character frames with the background to avoid artifacts. The use of DensePose facilitates detailed pose extraction, which enhances the quality of the synthesized frames.

Results

The paper presents compelling experimental results, demonstrating the system’s ability to generate realistic motion sequences across various backgrounds. The approach is benchmarked against existing methods, such as pix2pixHD and vid2vid, showing clear improvements in handling the character details and environmental interactions.

  1. Numerical Findings: The paper reports quantitative metrics including Structural Similarity Index (SSIM) and Learned Perceptual Image Patch Similarity (LPIPS), indicating superior performance in quality retention and artifact minimization over baselines.
  2. Qualitative Results: Visually, the generated sequences are evaluated to maintain the character's identity and motion dynamics accurately across changing backgrounds—a crucial requirement for applicability in AI-driven video game design and other virtual media.

Discussion

This research expands the practical applications for controllable character animations from real-world video sources, bridging gaps between manipulated visual outputs and user interaction—a feat previously constrained by static environments and lack of dynamic actor reanimation capabilities. The system’s ability to replace or dynamically interact with backgrounds suggests potential for integrating these models into more complex simulations or interactive platforms.

Future Prospects

Future work may focus on enhancing the generalization capability of the model to accommodate additional attributes such as facial expressions or nuanced body language, broadening applicability in high fidelity environments. Moreover, exploration into integrating reinforcement learning could enable characters to adaptively interact within environments based on evolving user inputs.

In conclusion, "Vid2Game" leverages advanced network architectures to extract and reanimate characters, affording users a significant degree of control over the appearance and movement within videos. The potential applications in game development, virtual reality, and mixed-reality contexts position this work as an important contribution within its domain. Through further refinement, this methodology could redefine the landscapes of interactive virtual character deployment.

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